Molly Ornamental Posted February 1, 2012 Share Posted February 1, 2012 I go into a club any everyones draw weight is at least >100k. & like 1/4 the ppl's is >500,000.sure maybe the sim can handle it but i get junk performance even at lowest of the low. & its only like a dozen ppl. Link to comment Share on other sites More sharing options...
Charolotte Caxton Posted February 1, 2012 Share Posted February 1, 2012 I'm sorry. Link to comment Share on other sites More sharing options...
Rihanna Irata Posted February 1, 2012 Share Posted February 1, 2012 Does it affect otthers that people ave high draw distances? Link to comment Share on other sites More sharing options...
Alicia Sautereau Posted February 1, 2012 Share Posted February 1, 2012 The new draw weight compared to the old system is completely different, 100k isn`t that bad. I have 1 outfit that in the past was below the 10k, in the new version it`s 132052... Even wearing a simple outfit with a few sculpted items as cuffs and boots put it to the 63067 and a mesh top+skirt and shoes is allready 29245 Link to comment Share on other sites More sharing options...
Griffin Ceawlin Posted February 1, 2012 Share Posted February 1, 2012 Are you talking about Avatar Rendering Cost? :matte-motes-confused: Link to comment Share on other sites More sharing options...
Alicia Sautereau Posted February 1, 2012 Share Posted February 1, 2012 She does Link to comment Share on other sites More sharing options...
Qie Niangao Posted February 1, 2012 Share Posted February 1, 2012 Rihanna Irata wrote: Does it affect otthers that people ave high draw distances? This isn't the topic of this thread, but just to get it out of the way: Yes, but very slightly. The effect is that, with a long draw distance, more data has to get pumped from the sim(s) to the viewer with that high draw distance, and that creates some work and network traffic for the sim. That means that textures, sculptmaps, object updates, etc. to everybody will be slightly delayed because they're competing for the same capacity as all the extra crap being sent to the high draw distance viewer. Anyway, the original question was about avatar draw weight, which is the new name and calculation replacing Avatar Rendering Cost... not draw distance. Link to comment Share on other sites More sharing options...
Dillon Levenque Posted February 1, 2012 Share Posted February 1, 2012 Qie Niangao wrote: Anyway, the original question was about avatar draw weight, which is the new name and calculation replacing Avatar Rendering Cost... not draw distance. I was wondering. I'd never heard of Avatar Draw Weight. I didn't have much luck finding out what's considered good and bad googling it, either. If there's a full explanation on an sl wiki for which you'd have a link I'd be interested to know what it is. I did find this, a resident's post which explains it in at least a little detail. It appears the ratio of ARC to ADW is about 1 to a zillion. I've gotten so used to having a feel for low ARC that I seldom check much unless I know I'm going someplace with mobs of people. I guess I'll check some of my low ARC outfits to get an idea of a suitable ADW. Link to comment Share on other sites More sharing options...
Jenni Darkwatch Posted February 1, 2012 Share Posted February 1, 2012 Reduce the number of avatars rendered on your screen. That helps a lot. Avi draw weight is highly dependent on individual hardware, meaning people on low-end hardware will suffer while people on high-end hardware will hardly notice anything different. If a dozen avis do give you trouble you may want to look into upgrading your graphics card if at all possible. Even a dirt-cheap nVidia 9800GT will not flinch with a dozen avis on the screen. SL benefits from discrete graphics cards with decent amounts of dedicated graphics memory first, CPU second, memory last. In most cases the graphics card is the culprit: Onboard graphics that come stock with many PCs, and they flat out suck. Link to comment Share on other sites More sharing options...
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